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isocubes <img src="man/figures/logo.png" align="right" height="230/"/>

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isocubes is a voxel renderer using a isometric cube as the rendering primitive.

See also

What’s in the box

Installation

You can install from GitHub with:

# install.package('remotes')
remotes::install_github('coolbutuseless/isocubes')

‘R’ in isocubes

library(grid)

# Coordinates for a letter 'R' included with this package
head(r_coords)
#>   x  y z
#> 1 7 14 0
#> 2 6 14 0
#> 3 5 14 0
#> 4 4 14 0
#> 5 3 14 0
#> 6 2 14 0

cubes  <- isocubesGrob(r_coords, size = 5, x = 0.4, y = 0)
gnd    <- isolinesGrob(size = 5, x = 0.4, y = 0, col = 'grey80')
grid.newpage()
grid.rect(gp = gpar(fill = 'deepskyblue3'))
grid.draw(gnd)
grid.draw(cubes)
<img src="man/figures/README-example-1.png" width="100%" />
# Change the relative intensity of the shading of each face
cubes  <- isocubesGrob(r_coords, size = 5, x = 0.4, y = 0, fill = 'lightblue', intensity = c(0.3, 1, 0.6))
grid.newpage(); grid.draw(cubes)
<img src="man/figures/README-unnamed-chunk-3-1.png" width="100%" />
# Colour the cubes with rainbow
cubes <- isocubesGrob(r_coords, fill = rainbow(nrow(r_coords)), size = 5, x = 0.4, y = 0)
grid.newpage(); grid.draw(cubes)
<img src="man/figures/README-unnamed-chunk-4-1.png" width="100%" />
# VaporWave palette
cubes <- isocubesGrob(r_coords, fill = '#ff71ce', fill_left = '#01cdfe',
                      fill_right = '#05ffa1', size = 5, x = 0.4, y = 0)
grid.newpage(); grid.draw(cubes)
<img src="man/figures/README-unnamed-chunk-4-2.png" width="100%" />
# Nightmare palette
cubes <- isocubesGrob(r_coords, 
                      fill = rainbow(nrow(r_coords)), 
                      fill_left = 'hotpink',
                      fill_right = viridisLite::inferno(nrow(r_coords)), 
                      size = 5, 
                      x = 0.4, y = 0,
                      col = -1)
grid.newpage(); grid.draw(cubes)
<img src="man/figures/README-unnamed-chunk-4-3.png" width="100%" />

Visibility checks

When drawing an isocube, the visibility of each face of each cube is calculated

This at first seems like a lot of work, but it helps in a number of ways:

<img src="man/figures/README-visibility-1.png" width="100%" />

Simple isosurface - a sphere

A data.frame with coordinates for a sphere is also included in the package as sphere_coords.

library(grid)
library(isocubes)

N      <- 13
coords <- expand.grid(x=seq(-N, N), y = seq(-N, N), z = seq(-N, N))
keep   <- with(coords, sqrt(x * x + y * y + z * z)) < N
coords <- coords[keep,]

cubes <- isocubesGrob(coords, size = 3)
grid.newpage()
grid.draw(cubes)
<img src="man/figures/README-sphere-1.png" width="100%" />

Another isosurface

A fancy isosurface by Stephane Laurent

A data.frame with coordinates for this organic shape is included in the package as organic_coords.

library(grid)
library(isocubes)

A <- cospi(3/4); B <- sinpi(3/4)
f <- function(x, y, z) {
  z^4*B^2 + 4*x*y^2*A*B^2 + x*z^2*A*B^2 - 2*z^4*A - 4*x*y^2*B^2 - x*z^2*B^2 + 
    3*z^2*A*B^2 - 2*z^4 - x*A*B^2 - 2*z^2*A + x*B^2 + A*B^2 + 2*z^2 - B^2
}

N <- 31
x <- y <- z <- seq(-N, N) 
coords <- expand.grid(x = x, y = y, z = z)
keep <- with(
  coords, 
  sqrt(x*x + y*y + z*z) < 10*3 & f(x/10, y/10, z/10) < 0 & f(x/10, y/10, z/10) > -2
) 

coords <- coords[keep,]
coords[, c('x', 'y', 'z')] <- coords[ , c('z', 'x', 'y')]
coords$fill <-  rgb(red = 1 + coords$x/N, 1 + coords$y/N, 1 + coords$z/N, maxColorValue = 2)


cubes <- isocubesGrob(coords, size = 2)
grid.newpage()
grid.draw(cubes)
<img src="man/figures/README-unnamed-chunk-5-1.png" width="100%" />

Random rainbow volume of isocubes

library(isocubes)
set.seed(1)

N      <- 15
coords <- expand.grid(x=0:N, y=0:N, z=0:N)
coords <- coords[sample(nrow(coords), 0.66 * nrow(coords)),]
fill   <- rgb(red = 1 - coords$x / N, coords$y /N, 1 - coords$z/N, maxColorValue = 1)

cubes <- isocubesGrob(coords, fill, size = 4, y = 0)
grid.newpage(); grid.draw(cubes)
<img src="man/figures/README-rainbow-1.png" width="100%" />

Heightmap as isocubes

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Prepare a matrix of values
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
mat <- volcano

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# An optional matrix of colours
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
val <- as.vector(mat)
val <- round(255 * (val - min(val)) / diff(range(val)))
fill <- terrain.colors(256)[val + 1L]
dim(fill) <- dim(mat) 

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Find the (integer) coordiinates of the cubes in the heightmap
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
coords <- coords_heightmap(mat - min(mat), fill = fill, scale = 0.3)

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Convert the coordinates into a grob
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
cubes  <- isocubesGrob(coords, size = 1.5, x = 0.65, y = 0)
grid.newpage(); grid.draw(cubes)
<img src="man/figures/README-unnamed-chunk-6-1.png" width="100%" />

Rotated heightmap

Rotate the heightmap around the vertical axis (y-axis)

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Recentre the coords on (0, 0, 0)
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
coords$x <- coords$x - mean(coords$x)
coords$y <- coords$y - mean(coords$y)
coords$z <- coords$z - mean(coords$z)

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Rotate the coordinates
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
theta <- 30 * pi/180
tmp      <- coords$x * sin(theta) + coords$z *  cos(theta)
coords$z <- coords$x * cos(theta) + coords$z * -sin(theta)
coords$x <- tmp

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Regnerate the cubes
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
cubes  <- isocubesGrob(coords, size = 1.5)
grid.newpage(); grid.draw(cubes)
<img src="man/figures/README-unnamed-chunk-7-1.png" width="100%" />

Save rendered voxels

Remember:

PNG

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# output to image with PNG, PDF etc
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
png("working/output.png", width = 800, height = 600)
grid.draw(cubes)
dev.off()

SVG

library(svglite)
svglite::svglite("working/output.svg")
grid.draw(cubes)
dev.off()
#> quartz_off_screen 
#>                 2

Image as isocubes

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Load image and convert to a matrix of heights
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
img <- png::readPNG("man/figures/Rlogo-small-blur.png")
ht        <- round( 10 * (1 - img[,,2]) ) # Use Green channel intensity as height
ht[,1]    <- 0 # image editing to remove some artefacts

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# A matrix of colours extracted from the image
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fill       <- rgb(img[,,1], img[,,2], img[,,3])
dim(fill)  <- dim(ht) 

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# convert to cubes and draw
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
coords <- coords_heightmap(ht, fill = fill, ground = 'xy')
cubes  <- isocubesGrob(coords, size = 1.3, x = 0.15, y = 0, col = -1, intensity = c(0.6, 0.4, 1))
grid.newpage(); grid.draw(cubes)
<img src="man/figures/README-unnamed-chunk-10-1.png" width="100%" />

Terrain with ambient

library(grid)
library(ggplot2)
library(dplyr)
library(ambient)

#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Create some perlin noise on an NxN grid
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
set.seed(3)
N <- 60

dat <- long_grid(x = seq(0, 10, length.out = N), y = seq(0, 10, length.out = N)) %>% 
  mutate(
    noise = 
      gen_perlin(x, y, frequency = 0.3) + 
      gen_perlin(x, y, frequency = 2) / 10
  ) 

hm <- dat %>%
  mutate(
    x = x * 4,
    z = y * 4,
    y = noise * 4
  )

pal  <- topo.colors(11)
sy   <- as.integer(10 * (hm$y - min(hm$y)) / diff(range(hm$y))) + 1
cols <- pal[sy]

cubes  <- isocubesGrob(hm, size = 3, fill = cols, col = -1, y = 0)

grid.newpage(); grid.draw(cubes)
<img src="man/figures/README-unnamed-chunk-11-1.png" width="100%" />

Coordinate system

There are 3 ways in which the XY plane could be oriented with xyplane argument:

  1. Aligned with the left face of the isocube
  2. Aligned with the `right`` face of the isocube
  3. Aligned with the top face of the isocube (also called flat)

There are two possible “handed-ness” settings:

  1. left for left-handed coordinate system
  2. right for right-handed coordinate system
library(grid)
library(isocubes)
library(lofifonts)

coords <- lofifonts::bitmap_text_coords('I\u2764#RStats')
coords$z <- 0

cols <- rainbow(nrow(coords))

cubes  <- isocubesGrob(
  coords, x = 0, y = 0, size = 2.5, fill = cols, 
  xyplane = 'right', handedness = 'left'
)

grid.newpage(); 
grid.draw(cubes)
<img src="man/figures/README-unnamed-chunk-12-1.png" width="100%" />
library(grid)
library(isocubes)
library(lofifonts)

coords <- lofifonts::bitmap_text_coords('I\u2764#RStats')
coords$z <- 0

cols <- rainbow(nrow(coords))

cubes  <- isocubesGrob(
  coords, x = 0.1, y = 0, size = 2.5, fill = cols, 
  xyplane = 'flat', handedness = 'right'
)

grid.newpage(); 
grid.draw(cubes)
<img src="man/figures/README-unnamed-chunk-13-1.png" width="100%" />
library(grid)
library(isocubes)
library(lofifonts)

coords <- lofifonts::bitmap_text_coords('I\u2764#RStats')
coords$z <- 0

cols <- rainbow(nrow(coords))

cubes  <- isocubesGrob(
  coords, x = 0, y = 0.7, size = 2.5, fill = cols, 
  xyplane = 'left', handedness = 'right'
)

grid.newpage(); 
grid.draw(cubes)
<img src="man/figures/README-unnamed-chunk-14-1.png" width="100%" />